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As the title says, my application will not write new depths to the depth buffer in D3D9. I've used PIX to confirm that the depth buffer is cleared and set to the device as it should be, and the depth test is even used- if I clear it to 0, then all the pixels are rejected against buffer. I've checked the return code of all D3D9 functions and got nothing. I even explicitly set the render states in the shader to the appropriate values to no avail. Any suggestions?

In an unfortunately unrelated issue, the Direct3D debug runtime is not functioning correctly and I don't have it's output. I am trying to solve this issue as quickly as possible.

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... that's what it is supposed to do if the depth test is less, or less or equal : Whatever is the incoming pixel, it will be rejected because its depth is greater than zéro.
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No. None of the pixels are being rejected- so you can see through parts of the model to parts which are supposed to be obscured. When I look at the depth buffer in PIX, it's all still got the original 1 value. I fixed the D3D Debug Runtime, found a few bugs but fixing them had no effect.